Combat Rules:
Character Stats:
Base Damage: how much damage you do on a normal hit
Max Health: how much damage you can take before you lose a life
Speed: how many actions you can take in a single turn
Max Special: how many special charges you can hold
Base Damage:
When you successfully attack an enemy, this is how much damage you will deal. This number may be modified by items, weapons, and special abilities
Health:
Each time you take damage, you lose health. When your health reaches zero, you lose a life and reappear at the beginning of your next turn.
Players share a pool of lives. When the pool is at zero and you lose all your health, you may not reappear until an extra life is earned. If multiple players are out and an extra life is earned, the player who was eliminated first will get it. If all lives are lost and all players are eliminated, you restart the level from the beginning.
Speed:
This is how many actions your character can take in a turn.
Moving to a new target: free action for the first movement to an enemy or item - each movement after the 1st costs 1 action
Attacking a target: 1 action (includes breaking objects)
Picking up an item: first item picked up in a turn is a free action - each item picked up after the 1st costs 1 action
Using a special ability: action cost determined by the special description
Special:
This is an ability your character has that may affect the CS of an enemy, damage you deal, damage you receive, or a variety of other effects as appropriate for the character.
Players start with one special point and earn another whenever they roll a natural 10. Some item pickups may also grant special points.
Some special abilities may allow the player to spend multiple points (and actions) to charge up for greater effect.
If a player has no special points remaining, he/she may spend health points instead at a 2-for-1 ratio. This may not take place if doing so would drop a character's health to 0.
If you lose a life, you retain your special points when you respawn. If you have none, you respawn with 1.
If a continue is used, everyone starts the level with 1 special regardless of how many you previously had.
This message was last edited by the GM at 20:46, Thu 20 June 2019.